LAMEA Gamification Market Size, Industry Trends by 2022-2028

LAMEA Gamification Market Size, Share & Industry Trends Analysis Report By Component (Solution and Services), By Application, By End-User, By Deployment Type, By Organization Size, By Country and Growth Forecast, 2022 - 2028

Published Date: May-2022 | Number of Pages: 109 | Format: PDF | Report ID: KBV-18208

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Market Report Description

The Latin America, Middle East and Africa Gamification Market would witness market growth of 30.7 % CAGR during the forecast period (2022-2028).

Gamification is a tactic for influencing and encouraging people's behavior, including employees. It can be used in a variety of circumstances where people need to be encouraged to do specific tasks or activities. Gamification in the workplace can boost employee engagement and boost company productivity. By having clear goals and simple to follow, game mechanics make an employee's job more transparent. Through cooperation and competition, an employee may track their progress, receive timely feedback on their achievements, and interact with coworkers.

One of the most important indicators of a good game is engagement, not just watching. Designers should plan challenges such that games aren't just entertaining, but also have clear links between actions and achievements. Dashboards are one approach to display accomplishments while also allowing learners to track their development. Consistency is essential.

In order for learners to continue playing a game, companies need to keep fresh capacity built in from the start. If a game is played only once, it may not be necessary. Keep the training's impact. Integrating casual games within other training seminars can improve the impact of other training activities. Gaming does not need to be an isolated activity. Gamification platforms should offer a selection of plug-and-play plugins that can be configured to reward and inform people, drive desirable behavior, and encourage friendly competition among community members.

Gamification is becoming extremely prevalent throughout Latin America, the Middle East, and Africa. The growing number of local and regional solution providers and suppliers is supporting market expansion in these regions. The number of new and local software companies in Latin America is increasing. Small and medium-sized businesses and innovation are also encouraged by the government in the region. The market is being boosted by the rise of E-learning and game-based education in Brazil.

Vortex, a cloud gaming firm, recently announced that their Vortex cloud streaming technology would be available in several countries, including South Africa. Furthermore, the emergence of various businesses such as Wildlife studios, cupcake entertainment, Aquiris game studio, and Yupi studios is helping to raise cloud gamification standards across the country.

Furthermore, numerous Latin American corporations are pursuing various tactics such as partnerships, collaborations, and mergers. These methods would raise the bar for cloud gaming and gamification in the nation and across the region. Play key, a renowned cloud gaming platform provider, has expanded its services in the Middle East. In addition, the corporation operates servers in Dubai. All of these variables will have a significant impact on the overall development and expansion of the gamification market in this region.

The Brazil market dominated the LAMEA Gamification Market by Country 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $960.4 million by 2028. The Argentina market is poised to grow at a CAGR of 31.4% during (2022 - 2028). Additionally, The UAE market would showcase a CAGR of 30.3% during (2022 - 2028).

Based on Component, the market is segmented into Solution and Services. Based on Application, the market is segmented into Sales & Marketing, Product Development, Human Resource, Support, and Others. Based on End-User, the market is segmented into Retail, Education, Manufacturing, Banking, Media & Entertainment, IT & Telecom, and Others. Based on Deployment Type, the market is segmented into On-premise and Cloud. Based on Organization Size, the market is segmented into Large Enterprises and Small & Medium Enterprises. Based on countries, the market is segmented into Brazil, Argentina, UAE, Saudi Arabia, South Africa, Nigeria, and Rest of LAMEA.

Free Valuable Insights: The Global Gamification Market is Predict to reach $58.8 Billion by 2028, at a CAGR of 26.8%

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Microsoft Corporation, SAP SE, Cognizant Technology Solutions Corporation, MPS Interactive Systems Limited (MPS Ltd.), Ambition Solutions, Inc., Aon plc, Axonify, Inc., G-Cube (MRCC), IActionable, and BI WORLDWIDE.

Scope of the Study

Market Segments Covered in the Report:

By Component

  • Solution
  • Services

By Application

  • Sales & Marketing
  • Product Development
  • Human Resource
  • Support
  • Others

By End-User

  • Retail
  • Education
  • Manufacturing
  • Banking
  • Media & Entertainment
  • IT & Telecom
  • Others

By Deployment Type

  • On-premise
  • Cloud

By Organization Size

  • Large Enterprises
  • Small & Medium Enterprises

By Country

  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA

Key Market Players

List of Companies Profiled in the Report:

  • Microsoft Corporation
  • SAP SE
  • Cognizant Technology Solutions Corporation
  • MPS Interactive Systems Limited (MPS Ltd.)
  • Ambition Solutions, Inc.
  • Aon plc
  • Axonify, Inc.
  • G-Cube (MRCC)
  • IActionable
  • BI WORLDWIDE

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Related Reports:

Global Gamification Market Report 2022-2028

North America Gamification Market Report 2022-2028

Asia Pacific Gamification Market Report 2022-2028

LAMEA Gamification Market Report 2022-2028

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